Virtualized magnetic player card

ABSTRACT

A method of implementing a player tracking system in a gaming network includes receiving a virtual player tracking card identifier and a virtual player tracking card password, authenticating the identifier and the password; receiving a virtual player tracking card PIN, identifying a gaming machine that transmitted the virtual player tracking card PIN, and crediting an account associated with the virtual player tracking card PIN based on game play on the gaming machine.

CROSS-REFERENCE TO RELATED PATENT APPLICATIONS

This application is a divisional of and claims priority to U.S. patentapplication Ser. No. 13/408,587, filed on Feb. 29, 2012, and entitled“VIRTUALIZED MAGNETIC PLAYER CARD,” the entirety of which is herebyincorporated by reference in its entirety and for all purposes.

TECHNICAL FIELD

The described embodiments relate generally to wager gaming systems, suchas gaming systems deployed in a casino enterprise. More particularly,they relate to player tracking systems, also referred to as loyaltyprograms.

BACKGROUND

Developing and maintaining a loyal customer base is a critical componentof operating a successful casino enterprise. To develop a loyal customerbase, casino enterprises offer customers the chance to participate in aloyalty program that allows their activities to be tracked. Theseprograms are often referred to internally within the casino enterpriseas player tracking systems. For a customer to participate in a loyaltyprogram, the casino enterprise creates an account for the customer andrequires the customer to provide identification information, such astheir name and address. The identification information is stored to theaccount. An instrument, such as a magnetic striped card, is provided tothe customer. The instrument can include an account number associatedwith the loyalty program account created for the customer. The customermay also be provided with a username and password, although generallyall that is needed by the customer is the magnetic-striped card andinserting or swiping it at a card bezel at a gaming device.

The instrument is utilized during various activities within the casinoenterprise so that a record of the customer's activities are generatedand stored to an account associated with the instrument. As an example,a customer can insert a magnetic-striped player tracking card into acard reader associated with a slot machine to have a record of theirgaming activity on the slot machine stored to the account associatedwith the player tracking card.

As noted, physical magnetic-striped cards are used for identifying andtracking a patron's play while at the casino. This card has a uniqueaccount number that is tied to the patron's player tracking account onthe back-end of casino's gaming operations. Through the use of thesecards, the casino is able to track a patron's game play habits andtendencies and offer rewards for play and loyalty.

The physical cards are issued to patrons at each casino in which theychose to participate in the loyalty program. Many times this results ina patron having numerous cards to keep track of and to carry with themif going to different casinos. If a player is at a casino and she doesnot have the specific card for that property, then she will not be ableto have her play accounted for without applying for a replacement card.That process can take time depending on how busy the casino is. Inaddition, a common problem with physical cards is that they get left,either intentionally or unintentionally, in the gaming machine when apatron is done playing. This usually results in the card being abandonedby the player tracking system after some amount of time which results inthe patron having to visit the player club booth to be re-issued a newcard the next time she plays at that property. In other scenarios,patrons will intentionally leave their cards in the gaming machinehoping that an unsuspecting player will play the machine and contributetheir play to the “abandoned” card. This results in the owner of thecard receiving points and benefits for play they did not pay for.Another disadvantage of physical cards is the cost of those cards fornew customers and the continuing cost of replacement cards due todamage, loss and abandonment.

SUMMARY

One aspect of the present invention is a method of implementing a playertracking system (also referred to as a loyalty program) on a gamingmachine without the use of physical loyalty program cards, typicallymagnetic-striped cards. A gaming device, such as an electronic gamingmachine in a gaming network, detects a “card-in” activation. In mostscenarios, this is done by a patron pressing a “card-in” softkeydisplayed in a service window on the gaming device display. The card-insoftkey may be displayed after the patron has selected the gamingestablishment's loyalty program softkey. In one embodiment, the gamingdevice may then receive a virtual player tracking card PIN entered bythe patron at the gaming device using a soft keypad in the servicewindow. This PIN is transmitted to a player tracking service (PTS)server. In one embodiment, this is the only item of information that istransmitted “upstream” to the PTS server from the gaming device. Noother information, such as the PTS data typically stored on the loyaltyprogram magnetic strip card, is transmitted from the device to theserver or another other component in the gaming network. A validation orconfirmation is received that the virtual player tracking card PIN isassociated with an authorized patron who previously logged into theplayer tracking system using a mobile device. At this stage, the patronis tied with a specific gaming machine and may begin player tracked gameplay on the gaming machine or device. At some point, the gaming machinemay detect a “card-out” activation by the patron at which stage theplayer tracking session ends.

Another aspect of the invention is a method of implementing a playertracking system in a gaming network. A virtual player tracking cardidentifier and password are received at a player tracking server from asystem app server. The identifier and password are authenticated orverified as corresponding to a registered player tracking system patronat the casino. If verified, the player tracking system generates avirtual player tracking card PIN and transmits it to the mobile devicevia the system app server and one or more wide area network, such as acellular phone network and the Internet. The player tracking systemreceives the virtual player tracking card PIN from a gaming machine whenthe patron enters the PIN through a softkey pad in the service windowinterlace at the gaming machine. The gaming machine is that transmittedthe PIN to the server is identified and tied to the player trackingsession. The player tracking account is then credited with the virtualplayer tracking card PIN based on game play on the gaming machine.

Another aspect of the present invention is a gaming network having aplayer tracking system and virtual player tracking card functionality.The network may contain a gaming server having a virtual player trackingcard authentication module. It may also have a data storage componentstoring player tracking data records where a record has at least onefield used solely for enabling a virtual player tracking card. Thenetwork may also have a system app server that is able to connect to amobile device network. It may also contain a gaming machine having avirtual player card component.

BRIEF DESCRIPTION OF THE FIGURES

The embodiments will be readily understood by the following detaileddescription in conjunction with the accompanying drawings, wherein likereference numerals designate like structural elements, and in which:

FIG. 1 shows a series of screen shots of two different formats of playertracking apps in accordance with the described embodiments;

FIG. 2 is network diagram showing an overview of components in a gamingsystem configured to interact with mobile devices outside the gamingsystem in accordance with one embodiment;

FIG. 3 is a flow diagram of a process of executing a virtual player cardapp on a mobile device in accordance with the described embodiments;

FIG. 4 is a flow diagram of a process of enabling virtual playertracking card functionality on a gaming machine in accordance with thedescribed embodiments;

FIG. 5 is a flow diagram of a mobile device-enabled login processoccurring on the system app server and player tracking system server inaccordance in the described embodiments;

FIG. 6 shows a block diagram of a gaming system including a server andgaming devices in accordance with the described embodiments; and

FIG. 7 shows a perspective drawing of a gaming device in accordance withthe described embodiments.

DETAILED DESCRIPTION

A gaming system compatible with mobile devices, such as smart phones andtablets, which can be used by casino patrons to participate in a loyaltyprogram without the need for physical player tracking cards isdescribed. A casino patron can log in to a casino player tracking systemusing her mobile device. In this manner, the patron can log in beforearriving at the casino or physically being at a gaming machine. Thepatron no longer needs a physical card of any sort. The information thatthe patron enters at the gaming machine will be stored on her mobiledevice. In this sense, the card has been “virtualized” in that thenecessary loyalty program information is now transmitted over a networkto a mobile device and can be stored and utilized by a casino patron atany time within a predefined expiration period for the data.

The casino makes available for download a “virtual player card” appwhich can be downloaded by the loyalty program patron which can be usedto log in to the casino's player tracking system. Once the playertracking system verifies that the mobile device user is a registeredloyalty program patron, the patron may receive a player tracking PIN onher mobile device. As described in detail below, this player trackingPIN is entered at the gaming machine, for example via a softkey pad, toinitiate player tracked game play. In another embodiment, the patronselects a PIN when she initially registers with the player trackingprogram at the player's club booth. In this embodiment, the playerselects a PIN that is easy for her to remember, such as the last fourdigits of her social security number or birthday. The player trackingsystem checks whether the PIN is unique and available. If it is not, theplayer is asked to select another one. All relevant patron data relatingto the loyalty program may then be displayed on the gaming machine, suchas in a service window interface, as if the patron had inserted a validphysical player tracking card. A card bezel may indicate that a physicalcard was inserted even though one was not. The system proceeds in aconventional manner from that point, tracking all the wager game playand updating account information in the usual manner. The samerestrictions with respect to multiple player card usage and trackingplay by multiple, non-registered users may apply (e.g., restrictions onbonus play, extra credit, etc.). When the patron is finished playing ona particular machine, she can press a “Card Out” soft key (or a soft keylabeled “End Loyalty Program Game Play” or something similar) to end thesession. In this manner, embodying a physical player tracking card on apatron-owned and controlled mobile device addresses several of theproblems with physical cards and provides a seamless and lessproblematic way for a patron to access a player tracking system.

Presently, when a patron decides to become a member of a particularcasino's loyalty program, also called “player's club,” she registerswith the casino to open a player tracking account. This is typicallydone by having the patron go to a player's club window or booth andprovide personal information. The patron would then (or at some point)be given a player tracking card. In the described embodiment of thepresent invention, the patron may still receive a physical card ifdesired. However, with the present invention, the new loyalty programpatron would be asked if she would like to use the loyalty programmobile application (herein after “app”) for her smart phone or mobiledevice to enable remote log into the player tracking system (and wouldbe told of the advantages of the app). If the patron wants the loyaltyprogram app, she is asked to decide on a loyalty program username andpassword which will be used with the app. The PIN selected by the patronmay be checked to see if it is available. If not, she is asked to selectanother PIN. The patron may then go to the appropriate online appmarketplace for their particular mobile carrier and download the playertracking app that allows them to login to the casino through their smartphone. If desired by the patron, this may be done with the assistance ofthe casino employee at the time of initial loyalty program registration.Once the patron is registered, the app is downloaded, and the patron hasher loyalty program username and password, she is enabled to begin“player tracked” play on a gaming machine.

FIG. 1 shows screen shots of two different sequences showing differentformats of player tracking apps in accordance with one embodiment. Theapp may be downloaded in various formats or may be packaged and brandedby the casino in different ways. If a patron generally uses the loyaltyprogram at one casino and only wants the player card app for thatcasino, she can download the app that is created and branded only bythat casino, if one is available. For example, screen shot 102 shows anicon for a Palms Casino Virtual Player Card App. The mobile device maybe a smart phone running a specific operating system, such as iOS,Android, or Windows Phone, and has access to their respective app marketplaces. Upon activating the app, in one embodiment, the patron ispresented with screen shot 104 where she is asked to enter a loyaltyprogram user name and loyalty program password. These are data that wereprovided to the patron either during registration in the loyalty programor subsequently upon request by the patron (for example, the patron mayhave heard about the “virtual player club card” app through casinomarketing). In other embodiments, at the patron may only be required toenter a loyalty program password and the patron's loyalty program username may be provided automatically by the app which obtains the user'sidentity from the mobile device software or the app may be customized toautomatically provide the loyalty program user name. Depending on thesecurity requirements of the casino and the security of the phone thepassword may also be provided automatically or may be recalled from thetime it was previously entered.

After the patron enters a loyalty program user name and password, thisinformation is transmitted to an app system server, described below,typically under control of the casino operator. The data may betransmitted over a cellular data network operated by a mobile carrier.Screen shot 106 shows two player tracking cards of which the patron canselect one. If the patron has more cards, they can be displayed in asuitable format as desired by the casino operator and app designer. Inthis case, only the player tracking card or cards that the patron hasfor the Palms Casino are displayed. The patron selects one of the playercards (e.g., by touching the icon on the smart phone display) and is theprovided with a player tracking card PIN as shown in screen shot 108.

In one embodiment, the PIN is generated by a component in the playertracking system under control of the casino operator. In anotherembodiment, the patron can select her own PIN (e.g., a four-digitnumber) and the system checks whether the PIN is available. If not, thenthe system informs the patron and she is asked to select another PIN.This PIN may then be entered by the patron when she is at a gamingmachine and wants to start player tracked game play. In otherembodiments, a PIN is not be transmitted to the patron's mobile device.The patron may only have to log in to the player tracking systemremotely and select a player card. No other steps are needed withrespect to operations on the mobile device. When the patron arrives at agaming machine, unique information or data of the patron may be used totie the patron to a particular gaming machine, such as a form ofbiometric data (e.g., fingerprint, facial scan, retina scan, and thelike). In this embodiment, the flow of data is uni-directional from themobile device to the system app server (upstream); the mobile devicewould not need to receive any data from the casino operator. In anotherembodiment, a bar code or QR code may be provided to the patron whichshe can have scanned at the gaming machine instead of having to enter aPIN or provide biometric data.

In another sequence of events, the casino operator may not develop anexclusive app for its virtual player card system, but rather have agaming provider (e.g., an entity that provides the components needed forimplementing a loyalty program) develop and administer the virtualplayer card app. When a patron registers for a loyalty program (orexisting loyalty program patrons) may download an app from the gamingprovider (as opposed to casino operator), such as IGT, Inc. or Reno,Nev., which can be used to log into and access one or more casino playertracking systems, where each casino uses the gaming provider's playertracking system components. Mobile device screen shot 110 shows an appcalled “IGT Virtual Player Card Apps.” The patron can download this appfrom an app marketplace or store in the same manner as she downloadedthe casino-specific virtual card app shown in screen shot 102. Thisallows a patron who is a member of a number of loyalty programs atdifferent casinos can download multiple apps for implementing virtualplayer cards.

Upon executing the app, a screen shot 112 appears showing one or morecasinos which have made previous arrangements with, for example IGT, toimplement the virtual player card app for the casinos. The patron canscroll through the casinos or customize the app to show only casinosthat are of interest to the patron (i.e., where she is a loyalty programmember) and select a particular casino. At this stage, the screen shotsthe patron sees may be similar to the ones shown in 104 through 108.That is, the patron will be asked to enter a player tracking usernameand player tracking password and proceed from there. The app executingthe various functions (e.g., transmitting the username/password,displaying the cards, etc.) may have been developed by IGT, the casino,a third-party app developer, or by a collaborative effort among them. Inany case, details of the app execution are transparent to the patronwhose goal is to login to the loyalty program of interest and get a PINnumber or other data to allow her to begin accumulating points in herloyalty program account without having to carry one or multiple playertracking cards.

FIG. 2 is network diagram showing an overview of components in a gamingsystem configured to interact with mobile devices outside the gamingsystem in accordance with one embodiment. A mobile device 102, such as asmart phone, tablet computer, or laptop computer, communicates via awireless or wired connection with an external network. If device 102 isa smart phone (i.e., a mobile phone that can execute mobileapplications), it can communicate with a cellular data network 104operated and maintained by a mobile phone carrier. Device 102 can alsoconnect to a wireless access point 106, such as a Wi-Fi hot spot. Thismay be more typical if device 102 is a tablet or laptop computer,although smart phones can connect to these points as well.

Cellular data network 104 and wireless access point 106 connect to theInternet 108. A Web server 110 is under control of a casino operator ora gaming provider. It is the interface for the operator or provider tothe Internet and, as such, to components outside a gaming system andnetwork. In one embodiment, it implements the Web site for the casinoenterprise or the gaming provider. In one embodiment, when a patronactivates the virtual player card app described above with respect toFIG. 1, it is accessing the casino's or gaming provider's Web site, theback end of which is Web server 110. Server 110 is connected to a systemapp server 112. This server handles all requests and operations relatingto the casino's apps used by its patrons. In other embodiments, systemapp server 112 may be directly connected to Internet 108 and may not useWeb server 110 as an intermediary. In other embodiments, system appserver 112 may handle other functions (e.g., online activity on thecasino's Web site) in addition to operations relating only to thecasino's apps. In another embodiment, the functions of system app server112 (i.e., handling the app operations for the casino) may be embeddedin Web server 110. Such network topography and system design are underthe discretion of the casino gaming system operators and may depend onvolume of activity, network traffic, security concerns, and otherfactors.

System app server 112 is in communication with a player tracking system114 which may be characterized as being in the “back-end” of the gamingsystem and generally should have minimal or no direct exposure tocomponents outside the gaming network. System app server 112 may also bein communication with other subsystems or servers in the back-end, suchas games [insert other examples]. Player tracking system 114 isconnected to gaming machine 116 via a gaming network in a manner knownto those skilled in the field of gaming systems. Further details ongaming systems and gaming machines are described with respect to FIGS. 6and 7.

FIG. 3 is a flow diagram of a process of executing a virtual player cardapp on a mobile device in accordance with the described embodiments.Prior to the process beginning, the patron has downloaded a virtualplayer card app on his mobile device and is a registered member of aloyalty program. For illustrative purposes, the description belowfollows the scenario where the patron downloads a virtual player cardapp for a specific casino (as shown in screen shots 102 to 108).However, the same process may be used for the game provider virtual cardapp instance with a few preliminary steps of selecting a specificcasino.

At step 302 the patron activates or executes the virtual player trackingcard app on his mobile device. By doing this, in one embodiment, thepatron is accessing Web server 210 either through a cellular datanetwork or a wireless access point and then via the Internet, asdescribed above. Once the app executes, at step 304 the patron isprompted to enter his virtual player tracking card username andpassword. This may be done using conventional data input means availableon the particular mobile device (e.g., softkeys, voice recognition,etc.). Some mobile device operating systems may allow the patron to havethese fields filled in automatically by entering, for example, the firstfew letters of the username. As described above, this data is entered toenable the patron to “remotely” log into the player tracking system,although the patron can do so from the casino premises, assuming thereis adequate cell phone coverage (a requirement regardless of where thepatron is if logging in via his smartphone). In one embodiment, thepatron-entered data is transmitted to player tracking system 214 viaservers 210 and 212. In other embodiments, some player tracking data maybe stored in one of the front-end servers, such as Web server 210 whereit can only be read but not modified or on system app server 212. Thismay be desirable, assuming proper security provisions are in place, tomake the login response time faster.

The player tracking system (or other systems in the gaming network)checks to ensure that there is a registered loyalty program patronhaving the same received username and, if so, verifying the password.Recall that the virtual player tracking card username and password weredefined by the patron either at time of initial registration or, ifalready a registered member, at a later time when the patron decides touse the virtual player card service. If the username and password areverified, control goes to step 306 where, in one embodiment, the mobiledevice receives a virtual player card PIN from the player trackingsystem and is displayed in a window in the virtual player tracking cardapp. If the username and/or password are not verified, the patron isdenied access and may receive a login failure type message. In anotherembodiment, the patron can select the virtual player card PIN and haveit approved by the system.

In other embodiments, the mobile device receives a bar code, QR code, orother optical machine-readable encoding which is displayed via the appon the mobile device. As described below, this can be used with gamingmachines that are capable of scanning the code to uniquely identify thepatron, which would serve the same role as a virtual player card PINwhich is human readable. In other embodiments, the mobile device doesnot receive any data in response to a successful login, other than anacknowledgment that the patron is now logged in. The function ofuniquely identifying the patron to a particular gaming machine may bedone through biometric means if the machine is so equipped and capable.

At step 308, the patron is at a particular gaming machine where he wantsto begin player tracked game play. Note that steps 302 to 306 take placeon the mobile device and may occur outside the casino environment. Whenat the gaming machine, the patron activates a card-in function bypressing a card-in softkey in a service window interface on the displayof the gaming machine. Additional details on the service windowinterface and its various functionalities with respect to the presentinvention are described in FIG. 5 below. Once the card-in function isactivated, at step 310, in one embodiment, the patron is prompted toenter the virtual player tracking card PIN that was transmitted to themobile device at step 306. As noted above, in other embodiments, thepatron can have a machine-readable code scanned at this stage. Once thevirtual player card PIN is entered and verified by the player trackingsystem, the patron can begin play on the machine as shown in step 312and the process is complete. From this point on, the player trackingsystem will start tracking player game play as if the patron hadinserted a physical player tracking card. In one embodiment, if there isa player card bezel on the machine, it may indicate that there is a cardin the bezel.

In one embodiment, the PIN is generated by the player tracking systemafter the patron has been successfully logged in. It is stored in therecord or in a suitable manner so it is associated with that specificpatron. The length and characteristics of a PIN, such as its length, orwhether it is alphanumeric or whether it has to be unique, can bedetermined by the gaming system designers or player tracking systemoperators. Further details on PIN verification are described below.

FIG. 4 is a flow diagram of a process of enabling virtual playertracking card functionality on a gaming machine in accordance with thedescribed embodiments. At step 402 the gaming machine detects a“card-in” activation, presumably by a patron in the casino. Thisdetection is essentially the back-end functionality of step 308. Thiscard-in activation initiates a different set of functions in the machinefrom the functions that would be initiated from a physical card beinginserted or swiped in a card reader or bezel. In one embodiment, thecard-in activation initiates essentially the same set of functions inthe gaming machine as would occur if a physical player card were swipedor inserted in card reader or bezel. In another embodiment the card-inactivation initiates a different set of functions in the machine fromthe functions that would be initiated if a physical card were inserted.For example, the casino operator may want to have additional functionsimplemented when a patron uses a player card PIN, maybe to promote useof its player tracking card app. For example, the casino may want thepatron to have special privileges that are only allowed for those usingthe player tracking card app. Special functions can be associated withthe temporary player card PIN. For example, the casino can offer aplayer card PIN bonus where the patron can check her PIN againstrandomly casino-selected PINS that are in use at periodic intervals.This could be an additional function in the gaming machine that isimplemented only when a player card PIN is used. Upon detecting acard-in activation, at step 404 the gaming machine displays content in aservice window interface prompting the patron to enter a virtual playertracking card PIN. This and other prompts and content displayed in theservice window interface may be implemented by changing the Flashcontent in the machine, techniques for which are known in the art.Again, as noted above, in other embodiments, there may be other meansfor identifying the patron which do not require entering a player cardPIN. The patron may hold up his mobile device and have an image scanned(which is essentially the same as entering a PIN).

At step 406 the gaming machine receives the PIN or other data andtransmits it to a player tracking server in the gaming network.Transmission of data between gaming machines and various components in agaming network, such as a player tracking server, are known in the artand are described generally below. At step 408 the player trackingsystem confirms whether the PIN that was entered matches any of the PINsstored in its database. In one embodiment, the PIN is generated by theplayer tracking system and associated with a player tracking account(e.g., a player tracking account record if the data is stored in arelational database). If the PIN or other data matches data stored inthe system, control goes to step 412. If it does not, control goes tostep 410 where the patron is notified through a message displayed in theservice window interface that his identity [?] could not be verified bythe loyalty program or that he should try a different PIN. He may begiven the option to continue game play without player tracking.

If the PIN number that was entered matches a PIN in the player trackingdatabase, control goes to step 412 where game play with player trackingis enabled on the machine. Once player tracked game play begins, many ofthe issues that arise with physical player tracking cards may occur. Forexample, the original patron with the player tracking account may leavethe machine and have a friend continue playing on the machine toaccumulate points or he may leave the machine anticipating that anotherunsuspecting patron may play on the machine and provide the patron withpoints. However, many of the same restrictions that are in place withphysical player tracking cards also apply, such as limits on bonus playand extra credit (which can only occur on one machine). At step 414 thegaming machine detects that there is a card-out activation or that therehas been no activity for a certain period of time, in which case thegaming machine or player tracking system automatically times-out thesession (automatic expiration).

FIG. 5 is a flow diagram of a mobile device-enabled login processoccurring on the system app server and player tracking system server inaccordance in the described embodiments. At step 502 the system appserver receives a user name and password from a Web server whichreceives the data from the mobile device via one or more wide areanetworks, such as a cellular data network and the Internet. At step 504the system app server transmits the data to the player tracking serverwhich operates in the back-end of the gaming network. At step 506, theplayer tracking server determines whether the user name or password isconfirmed or exists in the player tracking database, as described above.If there data are not present in the database, the patron attempting tolog in to the player tracking system is denied access and an appropriatemessage may be sent to the mobile device or the login process simplyfails on the mobile device (without the system app server having to senda message downstream to the device).

If the user name and password are confirmed, at step 510 player trackingsystem functionality is enabled for the patron. That is, the patron isnow logged in to the player tracking system. It is worth noting againhere that the patron does not have to be at the casino to login to theplayer tracking system using the mobile device. It can be done fromanywhere there is cellular phone access or Internet access.

At step 512 the player tracking server within the gaming system receivesvia the gaming network a player tracking card PIN (or virtual playercard PIN) from the gaming machine. This step does not require the systemapp server or the mobile device, unless a bar code or QR code is beingused to convey data to the gaming machine instead of the patron enteringthe player tracking card PIN. At step 514 the player tracking serverdetermines whether the PIN matches any patron records which areindicated as logged in. Recall that once the player tracking system logsin a legitimate player tracking patron (step 510), as described in FIG.4, in one embodiment, the player tracking system generates a playertracking card PIN which is transmitted downstream to the mobile device.In other embodiments, the patron may select this PIN and send it to theplayer tracking system. The PIN is stored in a field (e.g., a “virtualcard PIN” field) in the patron's record in the player tracking system.Thus, when the patron enters the PIN at the gaming machine, it can beused to find a match in the database at step 514. If there is a match,control goes to step 516 where player tracked play is enabled on thespecific gaming machine. The patron is said to now be tied to thatspecific gaming machine or device. If there is no match for the PIN atstep 514, the patron is denied player tracked game play on the gamingmachine, but may be able to proceed with normal game play on themachine.

In another embodiment, once the casino knows that a particular patron ison the casino property and has logged into the player tracking system,it can begin to market specifically to that patron via his mobiledevice. Offers, hot machines, and the like can be forwarded to thepatron's smart phone. In essence, the patron will have his own personalkiosk by virtue of the mobile device and being logged into the loyaltyprogram. A gaming provider, such as IGT, can develop apps that furtherenhance this feature (i.e., the virtual player tracking card feature),thereby providing added value to the existing gaming network and gamingsystem infrastructure.

When a patron is done playing that gaming machine and decides to leavehe presses the “Card Out” soft key. This will notify the gaming machinethat he has terminated play and cause the system to end that playsession. If the patron leaves the gaming machine without initiating acard out, the system will monitor idle time at the gaming machine andautomatically log the patron out after a pre-determined amount of time.This will prevent a patron from logging into multiple machinessimultaneously for the purpose of trying to accrue play on their accountfor which they did not earn themselves. Also, an automatic card out willbe done if a physical card is inserted in the card reader while there is“virtual” card in active.

FIG. 6 shows a block diagram of a gaming system 600 in accordance withthe described embodiments. The gaming system 600 can include one or moreservers, such as server 602, and a variety of gaming devices includingbut not limited to table gaming devices, such as 652, mobile gamingdevices, such as 654, and slot-type gaming devices, such as 656. Thetable gaming devices, such as 652, can include apparatus associated withtable games where a live operator or a virtual operator is employed. Thegaming devices and one or more servers can communicate with one anothervia a network 601. The network can include wired, wireless or acombination of wired and wireless communication connections andassociated communication routers.

Some gaming devices, such as 652, 654 and 656, can be configured with aplayer interface that allows at least 1) selections, such as a wageramount, associated with a wager-based game to be made and 2) an outcomeof the wager-based game to be displayed. As an example, gaming devices,652, 654 and 656, include player interfaces, 652 a, 654 a and 656 a,respectively. Typically, gaming devices with a player interface arelocated in publically accessible areas, such as a casino floor. On theother hand, some gaming devices, such as server 602, can be located inpublically inaccessible areas, such is in a back-room of a casino oreven off-site from the casino. Gaming devices located in publicallyinaccessible areas may not include a player interface. For instance,server 602 does not include a player interface. However, server 602includes an administrator interface 635 that allows functions associatedwith the server 602 to be adjusted.

An example configuration of a gaming device is described with respect togaming device 604. The gaming device 604 can include 1) a gamecontroller 606 for controlling a wager-based game played on the gamingdevice and 2) a player interface 608 for receiving inputs associatedwith the wager-based game and for displaying an outcome to thewager-based game. In more detail, the game controller 606 can include a)one or more processors, such as 626, b) memory for holding softwareexecuted by the one or more processors, such as 628, c) a power-hittolerant memory, such as 630, d) one or more trusted memories, such as632, e) a random number generator and f) a plurality of softwareapplications, 610. The other gaming devices, including table gamingdevice 652, mobile gaming device 654, slot-type gaming device 656 andserver 602, can each include a game controller with all or a portion ofthe components described with respect to game controller 606.

In particular embodiments, the gaming device can utilize a “state”machine architecture. In a “state” machine architecture criticalinformation in each state is identified and queued for storage to apersistent memory. The architecture doesn't advance to the next statefrom a current state until all the critical information that is queuedfor storage for the current state is stored to the persistent memory.Thus, if an error condition occurs between two states, such as a powerfailure, the gaming device implementing the state machine can likely berestored to its last state prior to the occurrence of the errorcondition using the critical information associated with its last statestored in the persistent memory. This feature is often called a “rollback” of the gaming device. Examples of critical information can includebut are not limited to an outcome determined for a wager-based game, awager amount made on the wager-based game, an award amount associatedwith the outcome, credits available on the gaming device and a depositof credits to the gaming device.

The power-hit tolerant memory 630 can be used as a persistent memory forcritical data, such as critical data associated with maintaining a“state” machine on the gaming device. One characteristic of a power-hittolerant memory 630 is a fast data transfer time. Thus, in the event ofa power-failure, which might be indicated by a sudden power fluctuation,the critical data can be quickly loaded from volatile memory, such asRAM associated with the processor 626, into the power-hit tolerantmemory 630 and saved.

In one embodiment, the gaming device 605 can be configured to detectpower fluctuations and in response, trigger a transfer of critical datafrom RAM to the power-hit tolerant memory 630. One example of apower-hit tolerant memory 630 is a battery-backed RAM. The batterysupplies power to the normally volatile RAM so that in the event of apower failure data is not lost. Thus, a battery-backed RAM is also oftenreferred to as a non-volatile RAM or NV-RAM. An advantage of abattery-backed RAM is that the fast data transfer times associated witha volatile RAM can be obtained.

The trusted memory 632 is typically a read-only memory of some type thatmay be designed to be unalterable. An EPROM or EEPROM are two types ofmemory that can be used as a trusted memory 632. The gaming device 604can include one or more trusted memories. Other types of memories, suchas Flash memory, can also be utilized as an unalterable memory and theexample of an EPROM or EEPROM is provided for purposes of illustrationonly.

Prior to installation the contents of a trusted memory, such as 632, canbe verified. For instance, a unique identifier, such as a hash value,can be generated on the contents of the memory and then compared to anaccepted hash value for the contents of the memory. The memory may notbe installed if the generated and accepted hash values do not match.After installation, the gaming device can be configured to check thecontents of the trusted memory. For instance, a unique identifier, suchas a hash value, can be generated on contents of the trusted memory andcompared to an expected value for the unique identifier. If thegenerated value of the unique identifier and the expected value of theunique identifier don't match, then an error condition can be generatedon the gaming device 604. In one embodiment, the error condition canresult in the gaming device entering a tilt state where game play istemporarily disabled on the gaming device.

Sometimes verification of software executed on the gaming device 604 canbe performed by a regulatory body, such as a government agency. Oftensoftware used by a game controller, such as 606, can be highlyregulated, where only software approved by a regulatory body is allowedto be executed by the game controller 606. In one embodiment, thetrusted memory 632 can store authentication programs and/orauthentication data for authenticating the contents of various memorieson the gaming device 604. For instance, the trusted memory 632 can storean authentication program that can be used to verify the contents of amass storage device, such as 620, which can include software executed bythe game controller 606.

The random number generator (RNG) 634 can be used to generate randomnumbers that can be used to determine outcomes for a game of chanceplayed on the gaming device. For instance, for a mechanical or videoslot reel type of game, the RNG, in conjunction with a paytable thatlists the possible outcomes for a game of chance and the associatedawards for each outcome, can be used to generate random numbers fordetermining reel positions that display the randomly determined outcomesto the wager-based game. In other example, the RNG might be used torandomly select cards for a card game. Typically, as described above,the outcomes generated on a gaming device, such as 604, are consideredcritical data. Thus, generated outcomes can be stored to the power-hittolerant memory 630.

Not all gaming devices may be configured to generate their own gameoutcomes and thus, may not use an RNG for this purpose. In someembodiments, game outcomes can be generated on a remote device, such asserver 602, and then transmitted to the gaming device 604 where theoutcome and an associated award can be displayed to the player via theplayer interface 608. For instance, outcomes to a slot-type game or acard game can be generated on server 602 and transmitted to the gamingdevice 604.

In other embodiments, the gaming device 604 can be used to play centraldetermination games, such as bingo and lottery games. In a centraldetermination game, a pool of game outcomes can be generated and then,particular game outcomes can be selected as needed (e.g., in response toa player requesting to play the central determination game) from thepool of previously generated outcomes. For instance, a pool of gameoutcomes for a central determination game can be generated and stored onserver 602. Next, in response to a request to play the centraldetermination game on gaming device 604, one of the outcomes from thepool can be downloaded to the gaming device 604. A game presentationincluding the downloaded outcome can be displayed on the gaming device604.

In other embodiments, thin client type gaming devices, such as mobilegaming devices used to play wager-based video card or video slot games,may be configured to receive at least game outcomes from a remote deviceand not use an RNG to generate game outcomes locally. The game outcomescan be generated remotely in response to inputs made on the mobiledevice, such as an input indicating a wager amount and/or an input toinitiate the game. This information can be sent from the mobile deviceto a remote device, such as from mobile gaming device 654 to server 602.After receiving the game outcome from the remote device, a gamepresentation for the game outcomes generated remotely can be generatedand displayed on the mobile device. In some instances, the gamepresentation can also be generated remotely and then streamed fordisplay to the mobile device.

The game controller 606 can be configured to utilize and execute manydifferent types of software applications 610. Typically, the softwareapplications utilized by the game controller 606 can be highly regulatedand may undergo a lengthy approval process before a regulatory bodyallows the software applications to be utilized on a gaming devicedeployed in the field, such as in a casino. One type of softwareapplication the game controller can utilize is an Operating System (OS).The OS can allow various programs to be loaded for execution by theprocessor 626, such as programs for implementing a state machine on thegaming device 606. Further, the OS can be used to monitor resourceutilization on the gaming device 606. For instance, certainapplications, such as applications associated with game outcomegeneration and game presentation that are executed by the OS can begiven higher priority to resources, such as the processor 626 and memory628, than other applications that can be executing simultaneously on thegaming device.

As previously described, the gaming device 604 can execute software fordetermining the outcome of a wager-based game and generating apresentation of the determined game outcome including displaying anaward for the game. As part of the game outcome presentation one or moreof 1) electro-mechanical devices, such as reels or wheels, can beactuated, 2) video content can be output to video displays, 3) soundscan be output to audio devices, 4) haptic responses can be actuated onhaptic devices or 5) combinations thereof, can be generated undercontrol of the game controller 606. The peripheral devices used togenerate components of the game outcome presentation can be associatedwith the player interface 608 where the types of devices that areutilized for the player interlace 608 can vary from device to device.

To play a game, various inputs can be required. For instance, via inputdevices coupled to the gaming device 604, a wager amount can bespecified, a game can be initiated or a selection of a game choiceassociated with the play of the game can be made. The software 610executed by the game controller 606 can be configured to interpretvarious signals from the input devices, such as signals received from atouch screen controller or input buttons, and affect the game played onthe gaming device in accordance with the received input signals. Theinput devices can also be part of the player interface 608 provided withthe gaming device, such as 604.

In other embodiments, the gaming software 610 executed by the gamecontroller 606 can include applications that allow a game historyincluding the results of a number of past games to be stored, such asthe previous 10 or 100 games played on the gaming device 604. The gamehistory can be stored to a persistent memory including but not limitedto the power-hit tolerant memory 630. The gaming controller 606 canconfigured to provide a menu (typically, only operator accessible), thatallows the results of a past game to be displayed via the playerinterface 608. The output from the history menu can include are-creation of the game presentation associated with a past gameoutcome, such as a video representation of card hand associated with avideo poker game, a video representation of a reel configurationassociated with a video slot game, and/or raw data associated with thepast game result, such as an award amount, an amount wagered, etc. Thehistory menu can be used for dispute resolution purposes, such as if aplayer complains that they have not been properly awarded for a gamepreviously played on the gaming device 604.

The reporting software can be used by the game controller 606 to reportevents that have occurred on the gaming device 604 to remote device,such as server 602. For instance, in one embodiment, the game controller606 can be configured to report error conditions that have been detectedon the gaming device 604, such as if a device has malfunctioned or needsattention. For instance, the reporting software can be used to send amessage from the gaming device 604 to the server 602 indicating that aprinter on the gaming device needs a refill of tickets. In anotherembodiment, the gaming controller 606 can be configured to reportsecurity events that may have occurred on the gaming device 604, such asbut not limited to if a door is opened, a latch is activated or aninterior portion of the gaming device 604 has been accessed.

In yet other embodiments, the game controller 606 can be configured toreport gaming activity and associated events that has been generated onthe gaming device, such as a deposit of cash or an indicia of credit, atthe gaming device, a generation of game outcome including an associatedaward amount and a dispensation of cash or an indicia of credit from thegaming device 604. As part of a loyalty program, the gaming activity canbe associated with a particular player. The reporting software caninclude player tracking elements that allow the gaming activity of aparticular player to be reported to a remote device, such as server 602.

The game controller 606 can execute the authentication software toverify the authenticity of data and/or software programs executed on thegaming device 604. For instance, the authentication software can be usedto verify the authenticity of data and/or software applications whenthey are first downloaded to the gaming device 604. Further, theauthentication software can be used to periodically verify theauthenticity of data and/or software applications currently residing onthe gaming device, such as software applications stored on one of thememories coupled to the gaming device 604 including applications loadedinto the memory 628 for execution by the processor 626.

The communication software executed by the game controller 606 can beused to communicate with a variety of devices remote to the gamingdevice 604. For instance, the communication software can be used tocommunicate with one or more of a) servers remote to the device, such as602, b) other gaming devices, such as table gaming device 652, mobilegaming device 654 and slot-type gaming device 656 and c) mobile devicescarried by casino personnel or players in the vicinity of the gamingdevice 604. Via the communication software, the game controller can beconfigured to communicate via many different communication protocols.For instance, different wireless and/or wired communication protocolscan be implemented. Further, proprietary or non-proprietary gamingspecific protocols can be implemented. For instance, gaming specificnon-proprietary communication protocols, such as G2 S (game to system),GDS (gaming device standard) and S2S (system to system) communicationprotocols provided by the Gaming Standards Association (GSA), Fremont,Calif., can be implemented on the gaming devices described herein.

The gaming device 604 can communicate with one or more remote devicesvia one or more network interfaces, such as 612. For instance, vianetwork interfaces 612 and the network 601, the gaming device 604 cancommunicate with other gaming devices, such as server 602 and/or gamingdevices, 652, 654 and 656. The network interfaces can provide wired orwireless communications pathways for the gaming device 604. Some gamingdevices may not include a network interface or can be configured tooperate in a stand-alone mode where the network interface is notconnected to a network.

In other embodiments, a mobile device interface or interfaces, such as614, can be provided for communicating with a mobile device, such as acell phone or a tablet computer carried by players or casino personneltemporarily in the vicinity of the gaming device 604. A wirelesscommunication protocol, such as Bluetooth™ and a Wi-Fi compatiblestandard, can be used for communicating with the mobile devices via themobile device interfaces 614. In one embodiment, the mobile deviceinterface can implement a short range communication protocol, such as anear-field communication (NFC) protocol used for mobile walletapplications. NFC is typically used for communication distances of 4 cmor less. In addition, a wired communication interface, such as a dockingstation, can be integrated into the gaming device, such as 604. Thewired communication interface can be configured to providecommunications between the gaming device 604 and the mobile deviceand/or providing power to the mobile device.

The gaming device 604 can include one or more each of value inputdevices 616 and value output device 618. The value input devices 616 canbe used to deposit cash or indicia of credit onto the gaming device. Thecash or indicia of credit can be used to make wagers on games played onthe gaming device 604. Examples of value input devices 616 include butare not limited to a magnetic-striped card or smart card reader, a billand/or ticket acceptor, a network interface for downloading credits froma remote source, a wireless communication interface for reading creditdata from nearby devices and a coin acceptor. A few examples of valueinput devices are shown in FIG. 7.

The value output devices can be used to dispense cash or indicia ofcredit from the gaming device 604. Typically, the indicia of credit canbe exchanged for cash. For instance, the indicia of credit can beexchanged at a cashier station or at a redemption station. Examples ofvalue output devices can include a network interface for transferringcredits into a remote account, a wireless communication interface thatcan be used with a mobile device implementing mobile wallet application,a coin hopper for dispensing coins or tokens, a bill dispenser, a cardwriter, a printer for printing tickets or cards redeemable for cash orcredits. Another type of value output device is a merchandise dispenser,which can be configured to dispense merchandise with a tangible valuefrom a gaming device. A few examples of value output devices are shownin FIG. 7.

The combination of value input devices 616 and value output devices 618can vary from device to device. In some embodiments, a gaming device 604may not include a value input device or a value output device. Forinstance, a thin-client gaming device used in a mobile gamingapplication may not include a value input device and a value outputdevice. Instead, a remote account can be used to maintain the creditswon or lost from playing wager-based games via the mobile device. Themobile device can be used to access the account and affect the accountbalance via game play initiated on the mobile device. Credits can bedeposited or withdrawn from the remote account via some mechanism otherthan via the mobile device interface.

In yet other embodiments, the gaming device 604 can include one or moresecondary controllers 619. The secondary controllers can be associatedwith various peripheral devices coupled to the gaming device, such asthe value input devices and value output devices described in thepreceding paragraphs. As another example, the secondary controllers canbe associated with peripheral devices associated with the playerinterface 608, such as input devices, video displays, electro-mechanicaldisplays and a player tracking unit. In some embodiments, the secondarycontrollers can receives instructions and/or data from and provideresponses to the game controller 606. The secondary controller can beconfigured to interpret the instructions and/or data from the gamecontroller 606 and control a particular device according to the receivedinstructions and/or data. For instance, a print controller may receive aprint command with a number of parameters, such as a credit amount andin response print a ticket redeemable for the credit amount. In anotherexample, a touch screen controller can detect touch inputs and sendinformation to the game controller 606 characterizing the touch input.

In a particular embodiment, a secondary controller can be used tocontrol a number of peripheral devices independently of the gamecontroller 606. For instance, a player tracking unit can include one ormore of a video display, a touch screen, card reader, network interfaceor input buttons. A player tracking controller can control these devicesto provide player tracking services and bonusing on the gaming device604. In alternate embodiments, the game controller 604 can control thesedevices to perform player tracking functions. An advantage of performingplayer tracking functions via a secondary controller, such as a playertracking controller, is that since the player tracking functions don'tinvolve controlling the wager-based game, the software on the playertracking unit can be developed modified via a less lengthy andregulatory intensive process than is required for software executed bythe game controller 606, which does control the wager-based game. Ingeneral, using a secondary controller, certain functions of the gamingdevice 604 that are not subject to as much regulatory scrutiny as thegame play functions can be decoupled from the game controller 606 andimplemented on the secondary controller instead. An advantage of thisapproach, like for the player tracking controller, is that softwareapproval process for the software executed by the secondary controllercan be less intensive than the process needed to get software approvedfor the game controller.

A mass storage unit(s) 620, such as a device including a hard drive,optical disk drive, flash memory or some other memory storage technologycan be used to store applications and data used and/or generated by thegaming device 604. For instance, a mass storage unit, such as 620, canbe used to store gaming applications executed by the game controller 606where the gaming device 604 can be configured to receive downloads ofgame applications from remote devices, such as server 602. In oneembodiment, the game controller 606 can include its own dedicated massstorage unit. In another embodiment, critical data, such as game historydata stored in the power-hit tolerant memory 630 can be moved from thepower-hit tolerant memory 630 to the mass storage unit 620 at periodicintervals for archival purposes and to free up space in the power-hittolerant memory 630.

The gaming device 604 can include security circuitry 622, such assecurity sensors and circuitry for monitoring the sensors. The securitycircuitry 622 can be configured to operate while the gaming device isreceiving direct power and operational to provide game play as well aswhen the gaming device is uncoupled from direct power, such as duringshipping or in the event of a power failure. The gaming device 604 canbe equipped with one or more secure enclosures, which can include locksfor limiting access to the enclosures. One or more sensors can belocated within the secure enclosures or coupled to the locks. Thesensors can be configured to generate signals that can be used todetermine whether secure enclosures have been accessed, locks have beenactuated or the gaming device 604, such as a mobile device has beenmoved to an unauthorized area. The security monitoring circuitry can beconfigured to generate, store and/or transmit error events when thesecurity events, such as accessing the interior of the gaming device,have occurred. The error events may cause the game controller 606 toplace itself in a “safe” mode where no game play is allowed until theerror event is cleared.

The server 602 can be configured to provide one or more functions togaming devices or other servers in a gaming system 600. The server 602is shown performing a number of different functions. However, in variousembodiments, the functions can be divided among multiple servers whereeach server can communicate with a different combination of gamingdevices. For instance, player interface support 636 and gaming devicesoftware 638 can be provided on a first server, progressives can beprovided on a second server, loyalty program functions 640 andaccounting 648 can be provided on a third server, linked gaming 644 canbe provided on a fourth server, cashless functions 646 can be providedon a fifth server and security functions 650 can be provided on a sixthserver. In this example, each server can communicate with a differentcombination of gaming devices because each of the functions provided bythe servers may not be provided to every gaming device in the gamingsystem 600. For instance, the server 602 can be configured to provideprogressive gaming functions to gaming devices 604, 652 and 656 but notgaming device 654. Thus, the server 602 may not communicate with themobile gaming device 654 if progressive functions are not enabled on themobile gaming device at a particular time.

Typically, each server can include an administrator interface thatallows the functions of a server, such as 602, to be configured andmaintained. Each server 602 can include a processor and memory. In someembodiments, the servers, such as 602, can include a game controllerwith components, such as but not limited to a power-hit tolerant memory630, a trusted memory 632 and an RNG 634 described with respect togaming device 604. The servers can include one or more networkinterfaces on which wired or wireless communication protocols can beimplemented. Next, some possible functions provided by the server 602are described. These functions are described for the purposes ofillustration only and are not meant to be limiting.

The player interface support 636 can be used to serve content to gamingdevices, such as 604, 652, 654 and 656, remote to the server. Thecontent can include video and audio content that can be output on one ofthe player interfaces, such as 608, 652 a, 654 a and 656 a. Further, thecontent can be configured to utilize unique features of a particularplayer interface, such as video displays, wheels or reels, if theparticular player interface is so equipped.

In one embodiment, via the player interface support, content can beoutput to all or a portion of a primary video display that is used tooutput wager-based game outcomes on a player interface associated with agaming device. For instance, a portion of the primary display can beallocated to providing a “service window” on the primary video displaywhere the content in the service window is provided from a server remoteto the gaming device. In particular embodiments, the content deliveredfrom the server to a gaming device as part of the player interfacesupport 636 can be affected by inputs made on the gaming device. Forinstance, the service window can be generated on a touch screen displaywhere inputs received via the service window can be sent back to server602. In response, to the received inputs, the server 602 can adjust thecontent that is displayed on the remote gaming device that generated theinputs.

If a player's identity is known, then the player interface support 636can be used to provide custom content to a remote gaming device, such as604. For instance, a player can provide identification information, suchas information indicating their membership in a loyalty program, duringtheir utilization of a gaming device. The custom content can be selectedto meet the identified player's interests. In one embodiment, theplayer's identity and interests can be managed via a loyalty program,such as via a loyalty program account associated with loyalty function640. The custom content can include notifications, advertising andspecific offers that are determined to be likely of interest to aparticular player.

The gaming device software function 638 can be used to provide downloadsof software for the game controller and/or second controllers associatedwith peripheral devices on a gaming device. For instance, the gamingdevice software 638 may allow an operator and/or a player to select anew game for play on a gaming device. In response to the game selection,the gaming device software function 638 can be used to download gamesoftware that allows a game controller to generate the selected game. Inanother example, in response to determining that a new counterfeit billis being accepted by bill acceptors in the gaming system 600, the gamingdevice software function 638 can be used to download a new detectionalgorithm to the bill acceptors that allow the counterfeit bill to bedetected.

The progressive gaming function 642 can be used to implement progressivegame play on one or more gaming devices. In progressive game play, aportion of wagers associated with the play of a progressive game isallocated to a progressive jackpot. A group of gaming devices can beconfigured to support play of the progressive game and contribute to theprogressive jackpot. In various embodiments, the gaming devicescontributing to a progressive jackpot may be a group of gaming devicescollocated near one another, such as a bank of gaming machines on acasino floor, a group of gaming devices distributed throughout a singlecasino, or group of gaming devices distributed throughout multiplecasinos (e.g., a wide area progressive). The progressive gaming function642 can be used to receive the jackpot contributions from each of thegaming devices participating in the progressive game, determine acurrent jackpot and notify participating gaming devices of the currentprogressive jackpot amount, which can be displayed on the participatinggaming devices if desired.

The loyalty function 640 can be used to implement a loyalty programwithin a casino enterprise. The loyalty function 640 can be used toreceive information regarding activities within a casino enterpriseincluding gaming and non-gaming activities and associate the activitieswith particular individuals. The particular individuals can be known ormay be anonymous. The loyalty function 640 can used to store a record ofthe activities associated with the particular individuals as well aspreferences of the individuals if known. Based upon the informationstored with the loyalty function 640 comps (e.g., free or discountedservices including game play), promotions and custom contents can beserved to the particular individuals.

The linked gaming function 644 can be used to provide game playactivities involving player participating as a group via multiple gamingdevices. An example, a group of player might be competing against oneanother as part of a slot tournament. In another example, a group ofplayers might be working together in attempt to win a bonus that can beshared among the players.

The cashless function 646 can enable the redemption and the dispensationof cashless instruments on a gaming device. For instance, via thecashless function, printed tickets, serving as a cashless instrument,can be used to transfer credits from one gaming device to another gamingdevice. Further, the printed tickets can be redeemed for cash. Thecashless function can be used to generate identifying information thatcan be stored to a cashless instrument, such as a printed ticket, thatallows the instrument to later be authenticated. After authentication,the cashless instrument can be used for additional game play or redeemedfor cash.

The accounting function can receive transactional information fromvarious gaming devices within the gaming system 600. The transactionalinformation can relate to value deposited on each gaming device andvalue dispensed from each gaming device. The transactional information,which can be received in real-time, can be used to assess theperformance of each gaming device as well as an overall performance ofthe gaming system. Further, the transactional information can be usedfor tax and auditing purposes.

The security function 650 can be used to combat fraud and crime in acasino enterprise. The security function 650 can be configured toreceive notification of a security event that has occurred on a gamingdevice, such as an attempt at illegal access. Further, the securityfunction 650 can receive transactional data that can be used to identifyif gaming devices are being utilized in a fraudulent or unauthorizedmanner. The security function 650 can be configured to receive, storeand analyze data from multiple sources including detection apparatuslocated on a gaming device and detection apparatus, such as cameras,distributed throughout a casino. In response to detecting a securityevent, the security function 650 can be configured to notify casinopersonnel of the event. For instance, if a security event is detected ata gaming device, a security department can be notified. Depending on thesecurity event, one or more team members of the security department canbe dispatched to the vicinity of the gaming device. Next, a perspectivediagram of a slot-type gaming device that can include all or a portionof the components described with respect to gaming device 604 isdescribed.

FIG. 7 shows a perspective drawing of a gaming device 700 in accordancewith the described embodiments. The gaming device 700 is example of whatcan be considered a “thick-client.” Typically, a thick-client isconfigurable to communicate with one or more remote servers but providesgame play, such as game outcome determination, independent of the remoteservers. In addition, a thick-client can be considered as such becauseit includes cash handling capabilities, such as peripheral devices forreceiving cash, and a secure enclosure within the device for storing thereceived cash. In contrast, thin-client device, such as a mobile gamingdevice, may be more dependent on a remote server to provide a componentof the game play on the device, such as game outcome determination,and/or may not include peripheral devices for receiving cash and anassociated enclosure for storing it.

Many different configurations are possible between thick and thinclients. For instance, a thick-client device, such as 700, deployed in acentral determination configuration, may receive game outcomes from aremote server but still provide cash handling capabilities. Further, theperipheral devices can vary from gaming device to gaming device. Forinstance, the gaming device 700 can be configured withelectro-mechanical reels to display a game outcome instead of a videodisplay, such as 710. Thus, the features of gaming device 700 aredescribed for the purposes of illustration only and are not meant to belimiting.

The gaming device 700 can include a main cabinet 702. The main cabinet702 can provide a secure enclosure that prevents tampering with thedevice components, such as a game controller (not shown) located withinthe interior of the main cabinet and cash handing devices including acoin acceptor 720, a ticket printer 726 and a bill acceptor 718. Themain cabinet can include an access mechanism, such as door 704, whichallows an interior of the gaming device 700 to be accessed. Theactuation of the door 704 can be controlled by a locking mechanism, suchas lock 716. The lock 716, the door 704 and the interior of the maincabinet 702 can be monitored with security sensors for detecting whetherthe interior has been accessed. For instance, a light sensor can beprovided to detect a change in light-level in response to the door 704being opened.

The interior of the main cabinet 700 can include additional secureenclosure, which can also be fitted with locking mechanisms. Forinstance, the game controller, such as game controller 606, shown inFIG. 6, can be secured within a separate locked enclosure. The separatelocked enclosure for the game controller may allow maintenance functionsto be performed on the gaming device, such as emptying a drop box forcoins, emptying a cash box or replacing a device, while preventingtampering with the game controller. Further, in the case of device witha coin acceptor, 720, the separate enclosure can protect the electronicsof the game controller from potentially damaging coin dust.

A top box 706 can be mounted to the top of the main cabinet 702. Anumber of peripheral devices can be coupled to the top box 706. In FIG.7, a display device 708 and a candle device 714 are mounted to the topbox 706. The display device 708 can be used to display informationassociated with game play on the gaming device 700. For instance, thedisplay device 708 can be used to display a bonus game presentationassociated with the play of a wager-based game (One or more bonus gamesare often features of many wager-based games). In another example, thedisplay device 708 can be used to display information associated with aprogressive game, such as one or more progressive jackpot amounts. Inyet another example, the display device 708 can be used to display anattract feature that is intended to draw a potential player's attentionto the gaming device 700 when it is not in use.

The candle device 714 can include a number of lighting elements. Thelighting elements can be lit in different patterns to draw attention tothe gaming device. For instance, one lighting pattern may indicate thatservice is needed at the gaming device 700 while another light patternmay indicate that a player has requested a drink. The candle device 714is typically placed at the top of gaming device 700 to increase itsvisibility. Other peripheral devices, including custom bonus devices,such as reels or wheels, can be included in a top box 706 and theexample in FIG. 7 is provided for illustrative purposes only. Forinstance, some of the devices coupled to the main cabinet 702, such asprinter 726, can be located in a different top box configuration.

The gaming device 700 provides a player interface that allows the playof a game, such as wager-based game. In this embodiment, the playerinterface includes 1) a primary video display 710 for outputting videoimages associated with the game play, 2) audio devices, such as 722, foroutputting audio content associated with game play and possibly casinooperations, 3) an input panel 712 for at least providing game playrelated inputs and 4) a secondary video display 708 for outputting videocontent related to the game play (e.g., bonus material) and/or thecasino enterprise (e.g., advertising). In particular embodiments, one orboth of the video displays, 708 and 710, can be equipped with a touchscreen sensor and associated touch screen controller, for detectingtouch inputs, such as touch inputs associated with the play of a game ora service window output to the display device.

The input panel 712 can include a number of electro-mechanical inputbuttons, such as 730, and/or touch sensitive surfaces. For instance, theinput panel can include a touch screen equipped video display to providea touch sensitive surface. In some embodiments, the functions of theelectro-mechanical input buttons can be dynamically reconfigurable. Forinstance, the function of the electro-mechanical input buttons may bechanged depending on the game that is being played on the gaming device.To indicate function changes, the input buttons can each include aconfigurable display, such as an e-ink or a video display for indicatingthe function of button. The output of the configurable display can beadjusted to account for a change in the function of the button.

The gaming device 700 includes a card reader 728, a printer 726, a coinacceptor 720, a bill and/or ticket acceptor 720 and a coin hopper (notshown) for dispensing coins to a coin tray 732. These devices canprovide value input/output capabilities on the gaming device 700. Forinstance, the printer 726 can be used to print out tickets redeemablefor cash or additional game play. The tickets generated by printer 726as well as printers on other gaming devices can be inserted into billand ticket acceptor 718 to possibly add credits to the gaming device700. After the ticket is authenticated, credits associated with theticket can be transferred to the gaming device 700.

The device 718 can also be used to accept cash bills. After the cashbill is authenticated, it can be converted to credits on the gamingdevice and used for wager-based game play. The coin acceptor 720 can beconfigured to accept coins that are legal tender or tokens, such astokens issued by a casino enterprise. A coin hopper (not shown) can beused to dispense coins that are legal tender or tokens into the cointray 732.

The various aspects, embodiments, implementations or features of thedescribed embodiments can be used separately or in any combination.Various aspects of the described embodiments can be implemented bysoftware, hardware or a combination of hardware and software. Thecomputer readable medium is any data storage device that can store datawhich can thereafter be read by a computer system. Examples of thecomputer readable medium include read-only memory, random-access memory,CD-ROMs, DVDs, magnetic tape and optical data storage devices. Thecomputer readable medium can also be distributed over network-coupledcomputer systems so that the computer readable code is stored andexecuted in a distributed fashion.

The foregoing description, for purposes of explanation, used specificnomenclature to provide a thorough understanding of the invention.However, it will be apparent to one skilled in the art that the specificdetails are not required in order to practice the invention. Thus, theforegoing descriptions of specific embodiments of the present inventionare presented for purposes of illustration and description. They are notintended to be exhaustive or to limit the invention to the precise formsdisclosed. It will be apparent to one of ordinary skill in the art thatmany modifications and variations are possible in view of the aboveteachings.

The embodiments were chosen and described in order to best explain theprinciples of the invention and its practical applications, to therebyenable others skilled in the art to best utilize the invention andvarious embodiments with various modifications as are suited to theparticular use contemplated. It is intended that the scope of theinvention be defined by the following claims and their equivalents.

While the embodiments have been described in terms of several particularembodiments, there are alterations, permutations, and equivalents, whichfall within the scope of these general concepts. It should also be notedthat there are many alternative ways of implementing the methods andapparatuses of the present embodiments. It is therefore intended thatthe following appended claims be interpreted as including all suchalterations, permutations, and equivalents as fall within the truespirit and scope of the described embodiments.

What is claimed is:
 1. A method of operating a player tracking system, the method comprising: (a) receiving at the player tracking system, from a mobile device: (i) a virtual player tracking card identifier, and (ii) a virtual player tracking card password; (b) causing the player tracking system to authenticate the virtual player tracking card identifier and the virtual player tracking card password received from the mobile device; (c) after a gaming machine in a gaming network receives a player input of a virtual player tracking card personal identification number, receiving at the player tracking system the virtual player tracking card personal identification number from the gaming machine; (d) causing the player tracking system to identifying the gaming machine that transmitted the virtual player tracking card personal identification number to the player tracking system; and (e) crediting an account associated with the authenticated virtual player tracking card identifier and the personal identification number based on an amount of game play on the gaming machine which is tracked by the player tracking system.
 2. The method of claim 1, wherein the virtual player tracking card identifier and the virtual player tracking card password are received from the mobile device via a system application server in the gaming network.
 3. The method of claim 2, which includes: transmitting an authentication message to the system application server for transmission to the mobile device.
 4. The method of claim 1, which includes: generating the virtual player tracking card personal identification number; and associating the personal identification number with the virtual player tracking identifier.
 5. The method of claim 1, which includes providing a virtual player tracking card application in an application marketplace.
 6. The method of claim 1, which includes receiving a proposed personal identification number from a player when the player is registering for the virtual player tracking card.
 7. The method of claim 1, which includes receiving a biometric property of a player.
 8. A player tracking server comprising: a communication interface; and a processor configured to: (a) receive, from a mobile device and via the communication interface: (i) a virtual player tracking card identifier, and (ii) a virtual player tracking card password; (b) authenticate the virtual player tracking card identifier and the virtual player tracking card password; (c) after a gaming machine in a gaming network receives a player input of a virtual player tracking card personal identification number, receive, via the communication interface, the virtual player tracking card personal identification number from the gaming machine; (d) identify the gaming machine that transmitted the virtual player tracking card personal identification number; and (e) credit an account associated with the authenticated virtual player tracking card identifier and the personal identification number based on an amount of tracked game play on the gaming machine.
 9. The player tracking server as recited in claim 8, wherein the virtual player tracking card identifier and the virtual player tracking card password are received from the mobile device via a system application server in the gaming network.
 10. The player tracking server as recited in claim 9, wherein the processor is configured to transmit, via the communication interface, an authentication message to the system application server for transmission to the mobile device.
 11. The player tracking server as recited in claim 8, wherein the processor is configured to: generate the virtual player tracking card personal identification number; and associate the personal identification number with the virtual player tracking identifier.
 12. The player tracking server as recited in claim 8, wherein the processor is configured to provide a virtual player tracking card application in an application marketplace.
 13. The player tracking server as recited in claim 8, wherein the processor is configured to receive, via the communication interface, a proposed personal identification number from a player when the player is registering for the virtual player tracking card.
 14. The player tracking server as recited in claim 8, wherein the processor is configured to receive, via the communication interface, a biometric property of a player.
 15. A gaming system, comprising: a system application server; and a player tracking server including: a communication interface, communicatively coupled, over a network, with the system application server, and a processor being configured to: (a) receive, from a mobile device and via the communication interface: (i) a virtual player tracking card identifier, and (ii) a virtual player tracking card password from the system application server; (b) authenticate the virtual player tracking card identifier and the virtual player tracking card password; (c) after a gaming machine receives a player input of a virtual player tracking card personal identification number, receive, via the communication interface, the virtual player tracking card personal identification number from the gaming machine; (d) identify the gaming machine that transmitted the virtual player tracking card personal identification number; and (e) credit an account associated with the authenticated virtual player tracking card identifier and the personal identification number based on an amount of tracked game play on the gaming machine.
 16. The gaming system as recited in claim 15, wherein the processor is configured to transmit, via the communication interface, an authentication message to the system application server for transmission to the mobile device.
 17. The gaming system as recited in claim 15, wherein the processor is configured to: generate the virtual player tracking card personal identification number; and associate the personal identification number with the virtual player tracking card identifier.
 18. The gaming system as recited in claim 15, wherein the processor is configured to provide a virtual player tracking card application in an application marketplace.
 19. The gaming system as recited in claim 15, wherein the processor is configured to receive, via the communication interface, a proposed personal identification number from a player when the player is registering for the virtual player tracking card.
 20. The gaming system as recited in claim 15, wherein the processor is configured to receive, via the communication interface, a biometric property of a player. 